Adding Completely New Tile Animations to Gold

Basically, I found this other GBC game that want to copy the animated tiles from over to Gold. I have already extracted the tiles from the other game, but what I would like to know is where to insert them in Gold (like what bank), and how I would make a new animation instruction for displaying those tiles (if possible)? Or would I have to replace existing animation instructions?

The parameter is typically a VRAM address for the tile(s) that you're writing to. The current tileset starts from $9000, and each tile is $10 bytes. A quick way to figure out which tile you're on is to take the middle 2 digits. For $9140, the middle digits are $14, so we're on the 20th tile.

AnimateFlowerTile assumes that the flower is always at the same tile, so it doesn't take any parameters.

A standard function works by checking $cf42 (TileAnimationTimer) and getting the right tile based on which part of the animation we're on. The actual change is made by jumping to WriteAnimationTile ($fc4c7). There are a couple requirements for using this function.

The water tile changes once every 20 frames. From before, the TileAnimationTimer for tileset 0 loops over 8 animation counts (10 frames each). Since the rate is halved, the number of bytes per tile is implicitly doubled, so we only need to multiply the current frame by 8 to get the current tile.